Showing posts with label model. Show all posts
Showing posts with label model. Show all posts

Tuesday, 10 February 2015

Khorne and the Incarnates

End Times V: The conclusion?




First sneak peeks...


So the first leaks have sprung: Khorne is unleashed on the Warhammer world, and we see some unusual alliances (by Old WH) world standards

Blight King equivalent monstrous infantry (possibly two builds) and the attempts of the remaining denizens to counter the unleashing of Khorne:


So it appears the broad factions prepared by the first 3-4 books, now come to fruition, atackers and defenders both alike, you could say:

 The Blood Hunt: 

  • 3 Named Greater Daemons- Blood Thirsters
  • The Huntsguards
  • The Hounds
  • The Barbadax (Skull cannon)


The Council of Incarnates

Malekith, Alariele, Balthasar, KFC, Nagash, Caradryan and Tyrion (Back from the dead)
PLUS the incarnate of beasts, GRIMGOR

The Berserker Onslaught: 

  • Archaon
  • Character I Cant make out
  • Valkia the Bloody
  • The Skullrage (Skullcrushers)
  • The Goremongers (Blight Kings/Wrathmongers- more likely)


The Legion of Flame

  • Vilitch the Curseling
  • The Azure Princes
  • The Fireborne
  • The Crowfane Horde
  • Sons of StormDark
  • Crusher

Defenders of the Dead and Buried

  • Vlad Von Carstein
  • Mannfred Von Carstein
  • Luthor Harkon
  • Captain Drekla
  • The Drakenhof Templars
  • The Nosantra, Mannfreds Lieutenant


Fiends and Betrayers

  • Be'Lakor
  • Hellebron
  • Drycha and Coeddil
  • The Carnival of Silence
  • The Cult of the Blood Queen
  • The Wildkin


The Stolen and the Rotten

  • Isabella the Accursed
  • The Nameless
  • Festerheart
  • The Legion of Soulblight
  • Pusregnant the Glorious
  • The Dominated Dead

 The Host of Life
Alarielle incarnate of life
Durthu
The Everguard
The Ashenhawks
The Sisters of the Eternal Grove
Neastra and Arahan



The Incarnate Characters
 Sigvald seems to feature too:

 New Greater Daemons of Khorne: 2 or 3 Different Builds? "~ Unfettered Fury"

"~ Headsmen of Khorne"

 Exciting times ahead. So. No mention of Lizards, No Ogres, No Dwarfs.

Tuesday, 6 January 2015

What the world needs now is Thanquol and Boneripper- the end is surely upon us!

Heaven for the Rat lovers:

So now it is Thanquol and Boneripper for the lovers of Furriness and Scurriness...

What the Warhammer World needs now for completeness of the end times is a gigantic ratogre with warpfire throwers/guns for arms- 4 of them. And of course, a massive model: Thanquol on Boneripper:

 Here are the leaked pics:





Sunday, 4 January 2015

End Times 4: Skaven Incoming ! Veminlord sighted

So it is Skaven Next up! Verminlord in 5 incarnations sighted

First pics from the White Dwarf have leaked and advance order is open on the GW site:


Pete and Hamish lick your chops ! Verminlord options x 5, as big as Nagash. On the picture you can just make out Nagash's Sceptre and Spirit hots. That gives you an idea of the size of the Verminlord.


White Dwarf cover and the massive Verminlord, which is  one of 5 different builds from the Verminlord kit:


"Verminlords are living icons of ruin; towering figures possessed of raw power and feral savagery. As avatars of the Horned Rat they can call upon fell energies, manipulating the weak-willed into doing almost anything they will.

 Towering over the rest of the Skaven range, this is a fantastic centrepiece miniature that oozes menace.

 This multi-part plastic kit can be made one of five distinct Verminlords. Whichever one you choose to assemble, the legs and body are used as the core to then add the following details to:

 Verminlord Warbringer is armed with a doom glaive and punch-dagger and is notable for featuring a spiked helmet.

 Verminlord Warpseer is armed with a doom glaive and scry-orb.

 Verminlord Deceiver is armed with a doomstar (in the shape of the Clan Eshin rune) and a warpstiletto. It’s head wears a mask and hood to hide its features.

 Verminlord Corruptor is armed with 2 plaguereapers. It has a skull head with broken horns and a mane of long hair.

 Skreech Verminking is armed with a plaguereaper and a doom glaive and has a unique half rotten face.

 The Verminlord has 61 components and is supplied with a 60x100mm monster base.

....Now lets wait for the stats...





Images and description copyright GW, No infringement intended merely a fan...

The new Vermin Lord is as large as the Nagash model judging from the pics

The January release schedule is as follows:

10th (preorders Fri 2nd) is the new Vermin Lord

17th Thanquol End Times book and model

24th new unit, armoured rat ogres called Stormfiends plus clam pack Warlord and Grey Seer and re release of old Warlock Engineers

Stat Rumours ex Faeit 212:
Verminlord Deceiver is one of the builds from the new kit. He is a level 4 wizard that must have Skitterleap as one of his spells. Crazy number of rules. Immune to psychology, terror, scurry away, large target. He has a 5+ ward save, is a Rat Daemon with Daemonic Attacks, which makes all his attacks magical.

He can re-roll casting for skitterleap and all shooting attacks against him are at a -1.

He has a stiletto that is armour piercing and poisoned and a ranged weapon 12" that has poisoned attacks, quick to fire, and arced attacks, meaning he gets as many shots as what is in the first rank of the unit being targeted.

I'm sure you have seen the pictures by now, but he is huge with 6 wounds and a toughness of 6. Definitely crazy.

We saw the new cover art for End times 4. It's rat caster riding some Monster with a cannon. (Sorry not to familiar with skaven)

Plastic Vermin Lord to make 5 different kits: White dwarf 2 weeks from now will feature the release of a plastic vermin lord kit, will make 5 alternate models with different themes:

1. Eshin, 1 Grey Seer, 1 Warlord, 1 Moulder and one supposed "Vermin King".

Eshin one can be skitterleapt and gets re-rolls to cast skitterleap, grey seer one always gets 6 on the d6+1 part of warp lightning casts. No further information about the others or point costs, but allegedly he's going to be about the same dimensions as Nagash.

"Came the rules of the Great Deceiver infested, one of the five options of assembly for this new kit. Not everyone knows the rules in English, so let's see the translation.  Unfortunately there is a word not visible due to the reflection of light on the page, but it's just the name of a magic weapon, then you will not find a rule truncated."

English Tranlation (LOL: Google Translate, so you will need to "read between the lines" when the English gets wierd)

Great Deceiver Infested
500 Pts

M8 AC8 AB4 FO6 R6 FE6 I10 A5 D8
Type you Troop : Monster Character

A Great Deceiver Infested can be included in a Skaven army . His point cost falls within the maximum affordable for Lords .

MAGIC : A Great Deceiver infested is a Wizard of Level 4. One of his spells to be Agile Dodge ; the remaining can be generated by Knowledge Skaven Plague of Ruin or in any combination .

SPECIAL RULES : Immune to Psychology , Large Target , Terror , Street Racing (!) 

Demonic attacks : attacks made by a model with this special rule are magic . This includes any special attack , and draft Trampling .

Protection of the Horned Rat : a model with this special rule has a saving throw 5+ . Demon Rat : A Great Deceiver is a demon infested and is influenced by any rule , abilities , weapons , spells , etc. that affect the Demons . Can never be the General of the Army.

Wrapped in the Dark : enemy units that target the Great infested with a shooting attack suffer a -1 modifier to the attack roll , in addition to any other modifiers .

Walker in Darkness : A Great Deceiver Infested can repeat failed attempts to cast the spell Agile Dodge and can choose himself as the target of the spell .

MAGIC ITEMS :

Stiletto Warp : Magic Weapon . Attacks made with this weapon have special rules Armour Piercing and Poisoned Attacks .

??? : Magic Weapon . This is a missile weapon with the following profile : Height 12 " Force User Special Rules Death in Arco , Poisoned Attacks , Quick Shot

Death at Arco : a weapon with this special rule makes a number of attacks equal to the number of models in that range are in the front rank of the target unit .

In addition to the complete rules of the Great Deceiver infested , there is some small detail on other Great infest .

- All the Great infest have I10
- The third type of Big infested is called King of Worms Skreech
- The King of Worms Skreech always knows the Thirteenth Enchantment and repeated shots failed to launch it.
- The Great infested most expensive reaches 650 pts
Original Text (Italian)

Grande Infesto Ingannatore

500 P.ti

M8 AC8 AB4 Fo6 R6 Fe6 I10 A5 D8

Tipo ti Truppa: Mostro Personaggio

Un Grande Infesto Ingannatore può essere incluso in un esercito di Skaven. Il suo costo in punti rientra nel massimo acquistabile per i Grandi Eroi.

MAGIA:
Un Grande Infesto Ingannatore è un Mago di Livello 4. Uno dei suoi incantesimi deve essere Agile Balzo; i restanti possono essere generati dai Saperi Skaven della Rovina o della Peste in qualsiasi combinazione.

REGOLE SPECIALI:Immune alla Psicologia, Bersaglio Grande, Terrore, Via di Corsa!

Attacchi Demoniaci: gli attacchi effettuati da un modello con questa regola speciale sono magici. Questo include qualsiasi attacco speciale, da tiro e da Calpestamento.

Protezione del Ratto Cornuto: un modello con questa regola speciale ha un Tiro Salvezza 5+.

Demone Ratto: Un Grande Infesto Ingannatore è un Demone ed è influenzato da qualsiasi regola, abilità, arma, incantesimo e così via che influenzi i Demoni. Non può essere mai il Generale dell'Armata.

Avvolto nell'Oscurità: le unità nemiche che bersagliano il Grande Infesto con un attacco da tiro subiscono un modificatore -1 al Tiro per Colpire, oltre a qualsiasi altro modificatore.

Camminatore dell'Oscurità: Un Grande Infesto Ingannatore può ripetere i tentativi di lancio falliti per l'incantesimo Agile Balzo e può scegliere se stesso come bersaglio dell'incantesimo.

OGGETTI MAGICI:
Stiletto Warp: Arma Magica. Gli attacchi effettuati con quest'arma hanno le regole speciali Penetrazione dell'Armatura e Attacchi Venefici.

???: Arma Magica. Questa è un'arma da tiro con il seguente profilo:
Gittata 12" Forza Utilizzatore Regole Speciali Morte ad Arco, Attacchi Venefici, Tiro Rapido

Morte ad Arco: un'arma con questa regola speciale effettua un numero di attacchi pari al numero di modelli in gittata che si trovino nel rango frontale dell'unità bersaglio.



Oltre alle regole complete del Grande Infesto Ingannatore, c'è qualche piccolo dettaglio su altri Grandi Infesti.
- Tutti i Grandi Infesti hanno I10
- Il terzo tipo di Grande Infesto si chiama Re dei Vermi Skreech
- Il Re dei Vermi Skreech conosce sempre il Tredicesimo Incantesimo e ripete i tiri falliti per lanciarlo.
- Il Grande Infesto più costoso raggiunge i 650 P.ti.

Wednesday, 27 August 2014

The true price of Lore of the Undead ?

Lore of the Undead: The Price we'll pay

So here it comes. The rumoured Lore of Undeath. And enter THE TOKEN.
"...Now every wizard, mage and sorcerer can wield the fell magic from the Lore of Undeath."


$NZ 12 for a pack of magic cards:  OK, I could justify spending the money on a pack of cards. BUT how much is the game going to change over the next year? And what is the real price of this pack of cards going to be?

How much will the average VC or TK player have to spend to be able to "raise the dead" ?
What about armies that HAVE no undead?

And how will the TOKENS work? (Hello SAGA, can we borrow an arrow from your quiver?)
We'll only use it for magic, seeing as you don't have any in your game (sort of):

So a quick analysis of my current 8500 point VC army shows some gaps if I wanted to play this lore of Magic:
Errr...No Monstrous beasts in my army, not nearly enough Chariots (in fact none) , War machines and Monsters

Lore Attribute - Raise Dead
Place a counter on the battlefield every time a friendly Wizard successfully casts a spell from the Lore of Undeath. Any friendly Wizard who casts a summoning spell from the Lore of Undeath may choose, after having successfully cast the spell, to spend one or more counters. For every counter spent, he increases by 10 the amount of points that the spell may summon.

<Ok, can live with that>

Signature Spell: Call of the Grave (9+)
Call of the Grave is a summoning spell with a range of 12". Base spell summons a 50 point infantry unit from the Undead Legions list. Bigger versions summon a 100 point (13+) or 150 point (16+) unit.

<Ok, I'll be able to do both>

1. Dark Breath (6+)
Dark Breath is a blessing that targets a friendly unit with the Undead rule within 12" of the caster. The unit immediately regains 1D3+1 wounds. In addition, if the unit is not engaged in combat, it can perform a normal movement as if it were the Remaining Moves phase.

<Ok, can live with this>

2. Hand of Dust (7+)
Hand of Dust is a blessing that targets the caster. In combat, the wizard may choose to forego all of its normal attacks in order to perform a single attack with the Hand of Dust against a single miniature in base to base contact. If the attack roll hits, the enemy takes a wound with the Multiple Wounds (D6) rule with no armour saves allowed. If Hand of Dust kills an enemy character in a challenge, immediately gain D6 Raise Dead counters.
<Can certainly live with this>

3. Soul Stealer (8+)
Soul Stealer is a direct damage spell with a 12" range. Roll 2D6+2. For each point the result exceeds the target's Leadership, the target takes a wound with no armour saves allowed. If this spell causes at least one unsaved wound, gain D3 Raise Dead counters.

<Ok, this may be ok, Ld of my Wizard allowing>

4. Abyssal Swarm (10+)
Abyssal Swarm is a summoning spell with a range of 12". The caster summons a unit of War Beasts or Swarms from the Undead Legions list of up to 75 points. Caster may instead choose to summon a unit of Monstrous Beasts of up to 150 points, in which case the difficulty is 16+.

<O-o-ok, may just have enough bat swarms and dire wolves, depending on how I choose my army to start off with (at lower casting value); But...not too sure about the monstrous beasts... There are NONE in the current VC book: 
Vargulf is a MONSTER, and Vargeists and Crypt horrors Monstrous Infantry! So, will this mean that I have to buy Aghasts? Will they be monstrous beasts or infantry?
 Suspect the latter. Or invest in Sepulchurous stalkers? Just to enable my Wizards to cast the higher value spell. (...could do without, the monstrous beasts of course, but my regular opponents probably won't)>

5. The Herald (10+)
The Herald is a summoning spell with a range of 12". The caster summons a character of up to 65 points from the Undead Legions list. The caster may instead choose to summon a single Monster, Chariot or War Machine of up to 200 points, in which case the difficulty is 24+.
<Ok, I have a Vargulf (will need an extra one ("Ka-ching",  $73) , I have corpse cart and black coach, would have to invest in Mortis engine/coven throne ($113) , or turn to TK list (Don't have any TKs at all)>

6. Dark Riders (16+)
Dark Riders is a summoning spell with a range of 12". The caster summons a unit of Cavalry, Monstrous Cavalry or Chariots from the Undead Legions list of up to 150 points.
<Ok, I can do this, other than the Chariots>

So, looking at additional expense to field this Army, presuming I would need the new book and Nagash model:

$175 Nagash model
$165 books
$12 Magic cards
plus $216 if I wanted to add 6 Sepulchural Stalkers:
Total $568 before we've even started, just to make my current VC army playable with Nagash;
 if I add another Vargulf and a Mortis Engine/Throne, were talking $750 if I wanted to playing the End Times Expansion game. Or is it "just" an expansion?

Now...lets deal to every army in the WH World in a similar fashion ?
If we clump them together it may not be as noticable to the punters!

Is this really an expansion or the direction the game is taking for 9th ED ?
That is the real question.

Yes its just a game. Yes you've spent a massive amount of money investing in these toys.
Yes, they may become useless at the stroke of a pen. There is hope for you:


Sticks and stones, rage quitter...
 I'm still saying:
The King has no clothes. And his hands are very deep in your pockets. And he's not tickling you. You may think so. He's milking you. And its ok by me if you're happy with that.


Thursday, 10 October 2013

Minis Swap and Sale: KWC 2nd Annual Swap Day Sun 20.10.2013

We want you! 

For the 

Kapiti Wargames Club 

Swap Day

20.10.2013



Unwanted or unloved Miniatures?

The Annual Kapiti Wargames Club Swap Meet is on again!

Sunday 20 October 2013


10.00 to 16.00

Paraparaumu Community Centre
Nga Hina Street, Paraparaumu



Entry Gold Coin Donation at door


Bring all your unwanted bits and models: Warhammer, 40K, Warmachine, FoW, Military, Napoleonics, Ancients, Moderns, 28mm, 20mm, 15mm
 ...any scale, any condition. 



Missing bits, complete or partial kits...all comers welcome! 
Your trash is likely someone's treasure!

Sell or swap!







(Most likely there will be some gaming too)

Tuesday, 1 October 2013

Here it comes: DE Magic and Items, Stats, and rearranged to make sense

DE Magic and Rules, Stats incoming

Via HEROs Gaming blog (Tip your hats that way, plse. Thanks HERO)

Poss some bits lost in translation from ? Spanglese, reorganised to make more sense.



Q and A:

Rules for Assassins and Death Hags:
Are gifts of khaine surpressed or is there a list in the book?

Assassins and hags use different things, former has 3 choices of poison, latter has 3 choices of gift. Hags can only take 50 pts of magic weapons, while assassins have access to 50 pts magic items.
They are  DE hero characters, they can only take one from the three choices.
Assassins: 90 pts with poison attack. Can get two hand weapon or a Handbows. Access to 50pts magic items and one of three poisons (See below)

Shadowblades and Hellebron can have all 3 choices at their disposal simultaneously

Poison:
Black lotus: for each unsaved wounds inflicted by the character, a cumulative -1LD
Dark venom: KB
Manbane: +1 bonus to wound rolls

Gifts:
Cry of war :Cause fear, and all fear test made by the enemy unit in base contact with the hag suffer -3LD
Rune of khaine: Model gains +D3 attacks
Witch brew: She and her unit get frenzy. if they already have frenzy, they become super-frenzied with +2A. but the unit suffers -3LD when testing not to restrain from charging.

Fluff background question? What's the relationship between DEs and Slaanesh now? Does the cult of Slaanesh exist in fluff?
It looks like the warlocks(and sisters of suffering)  have something to do with Slaanesh from the captions in the pics, but I can't make it out.
No info- source doesn't know background fluff other than that the warlocks have been cursed by Malekith, if they don't find and kill the innocents, their souls will be taken by Slaanesh. so they have to kill and satisfy the dark prince all the time for survival.

Stats and rules of the cauldron. Does it have a 4+ Ward Save and does the hag get it as well?
CoB has a 4+ ward save itself; it can give the hag and witch it joins 5+ ward save, other units a 6+ ward save.
Witch Elves keep poison? Yes WE Initiative? They're I6

Sacrificial dagger and Pendant?
Yes the dagger is there. No pendant.
Everytime when u cast a spell but before dispelling, u can use the dagger. remove a model from the unit, and roll a D6, 4+ gets an extra dice and must be rolled and added to the result, then opponent tries to dispel. If you roll 1-3 then u can try the dagger again and again until you get a dice, or you can simply give up.

Does an Assassin get mundane armor? Assassins do not have access to armour. Does the missing of an armour-option mean, that an assassin cannot get a magic armor as well? No he can't
Do Assassins count against the hero slot limit? Yes

Is the Sea Drake Cloak available for all characters- or just for corsairs? Yes the cloak is available to dreadlord and master

Weapons: 
Handbow rules? What about the bleakswords?
Handbow range 12'', the rest stays the same (AP)
Bleakswords have no other rules mentioned, 9pts.
RBT now special and 70 pts, you can take four.(yes four)

Hydra and Kharybdiss:
Hydra is 6445552(3+remaining wounds) 6, cost 160 pts, 4+AS, 20pts for flame breath and 20pts for a 8'' shooting with multiple shots=remaining wounds, s=remaining wounds.
Kharibdyss is 650755456, 160 pts, 4+AS, poison attack, abyssal howl (reroll successful ld test), feast of bones(if all attack hits, auto hit D6 S7 hits afterwards.)
and one more thing... hydra and the kharibdyss both are monsters now, without handlers. though you can see two on their base, there is nothing about them in the rules.
Hydra regen rule:  Roll to regen wounds at the end of DE turn only: at the end of your phase if it still alive, you roll the number of dice equal to number of the lost wounds. 4+ regains a wound
Are the Hydra and the Karbdyss water creatures? No they don't have the sea creature rule. (Strange that one)

Harpies (Was worried that they had been canned, but sounds like they're still there )Whats the cost of harpies, do they ve any special rules like no panic ti other DE? Herpies are in special, 15pts and do not have any special rule except for fly.

Shades are 16 pts, hand weapon and repeater crossbow, no armour. Can take great weapon or two hand weapons for  2pts per model.

All lores for small sorceresses (2 lvl) too? Is she 80 pts?
Strange but certain. Small sorcerer can also take all 8 lores. and she's 80pts.

Whats about the rules of the Black Guard?
BG have eternal hatred of all enemies, that means rerols of all failed rolls to hit every round. They keep other rules per 7th Ed.(Warrior elite replaced by eternal hatred)

Points and options for black guard and cold ones: What does the medusa chariot thing do?
BG 15 pts, EX 12 pts, Cold one knight 30pts.
The Medusa chariot:  All DE within 6'' +1LD, and all others -1LD, Called Aura of Agony.

Do executioners still have Killing blow or are they now D3 wounds: Still KB, not D3 wounds.

Which special characters are in, which are out?
They stay the same. No new special characters. (Though Lokhir would go - Ed)
Does Malekith get cheaper? Yes, he's only 510 pts on foot. Didn't change much of his rules, now the circlet grants him an bonus dice if failed his casting/dispelling attempts once per magic phase

Fleet Admiral and the Beastmaster characters?

Lord choices: Fleetmaster is 155 pts with 566433739. Two hand weapons, light armour and sea dragon cloak. 50pts magic items. have a special rule called show no weakness that if he's fighting in a challenge or killed a character and still alive, the unit he joins become unbreakable till the end of that turn.
Sea dragon cloak upgraded in this edition: Now a 5+ scaly skin.

High beastmaster is 300pts 577433839 including mount (Manticore or scourgerunner chariot) Spear, light armour and sea dragon cloak. 100pts magic items. Special rule called Beastslaver: At the start of each of your turns, choose a friendly monster within 3''.That monster gets +D3 A till the start of your next turn.

Scroungerunner's cost includes the bolt thrower, I'm quite sure the High Beastmaster can man the bolt thrower.Yes, he takes place of one crew. His BS 7.
Special or rare? Special, cost 150 pts, profile is S4 T4 W4 with 5+AS, M9, two crew with spear and repeater crossbow,  a harpoon launcher, like a bolt thrower but far more powerful. it's S7, 24'' range, and cause D3 wounds. if a monster suffer any wounds from it, the monster will be dragged D6'' directly towards it. If D6 > 3, the monster suffer another wound with no AS.


Scroungerunner



Magic items aren't that great but everything else seems awesome.

Malus Darkblade:  Daemon now gives him +1 to WS,S,T,I and frenzy. Any to hit roll of 1 hits a friendly model in base contact.
Supreme sorceress is 185pts with lvl3, dreadlord 140pts. sorceress 80pts with lvl1.

Kuran and Tullaris
Kouran 596432739 joins BG to make them unbreakable. Comes standard with  +2S crimson death, and a 5+AS with Armour of Grief which delivers a S5 hit every time an opponent hits him.

Tullaris 566432739 joins EX gives them frenzy. Magic great weapon called the First Draich:  5+KB

Are they still champions or moved to hero slots ? Moved to hero slot, W2 each.

SoS vs WE:
Sisters of Slaughter
Rare choice with very impressive state 564331629. 15pts model, with shield and hand weapon. Can have a magic banner up to 50pts. 4+ward save in close combat, and every close combat phase it can choose an enemy unit in base contact: They lose parry and rank bonus in combat result.(still can steadfast). If any enemy model in base contact with them have higher basic WS or S (before weapon modifiers), they get +1 to their to hit and wound rolls.


Click to see full-size


Are they Khanites and do they get the same bonuses from CoB as WE's?
No they're not brides of Khaine, they're arena fighters. COB can give them 6+ ward save if join them... but still if they're 6'' within COB they can reroll all the failed rolls to wound. and COB have a bound spell can make them frenzied.

Magic item section look like? Do I still have access to the Hydra Banner (fingers crossed)

From my first glance they're not as good as HE. Only 10 items, including one 100 pts nearly useless sword (hydra blade, +D6 A, every close combat phase u must make a -2LD test or suffer -5WS, but gain HKB.) and one 100 pts useless banner (Banner of Nagarythe, makles the unit unbreakable). Hydra banner is not there any longer.

Magic: How does Power of Darkness work? Available lores?
Power of darkness is one of the two signature spell, which cast on 8+, target the caster's unit. all models in unit get +1S until the caster's next magic phase, and recover D3 casting dice, if you rolled 3 dice, the caster suffers a wound that cant be saved by armour. Dark elf have access to all eight lores this time, cheers. (Yeehaa! and thank you very much, ouch! - Ed)
DE sorcerer casting dark magic gain +1 bonus in casting value. It's called HEKARTIS BLESSING

What would you say is the best magic item the DE's got?
The dagger sounds pretty nice, how much does it cost?
25pts. DE have some "OK" items IMO

click to enlarge

Looks like the Dark Riders now have shields? Is this a default now, or still an option which causes loss of Fast cav? Upgrade with 1pts/per model. DR can have both light armour and shield without losing fast cavalry rule. 16 pts per model with light armour. 1pts for shield, 3 pts for crossbow.


Warlocks

Warlocks: Fast cavalry in rare Stats 544431528, and M9 on horse. 25ptsper model. Only have hand weapon, but have 4+ward save except for wounds caused by model with mark of Saanesh or daemon of Slaanesh. they're considered to be level2 wizard which is used like pink horrors. (+1 for casting value for each extra rank except the first, to a max of +3) They know 2 spells, one is doombolt from DE army book, the other is Soulblight from lore of death. (Think we'll be seeing a bit of this- Ed)

Basic DE warrior cost ? Core infantry comes with shield and sword or spear.  9 PTS for spearmen and swordsmen. RXB is 12 pts without shield upgrade (+1PTS)


Click to enlarge

Dark Elves: Second Wave Leak: First Photos

Dark Elves: Second Wave Leak: 

Photos, and confirmation of the lean to Slaanesh

Via Facebook: Presumed scans from the Army book, showing what else is in store for the DE lovers amongst us! (If you can believe the post)


Warlocks

Warlocks, the alternate build for Dark Riders, can't make out what the actual name of these altenate riders could be, but note the term "Slaanesh" actually printed in the caption! 
See, I told you...Slaaneshi Druchii! 


I'm loving the look of these riders, but...Oh dear! What were you thinking with buck teeth on the horses?
Has Bugs Bunny been crossbreeding with the Druchii stock? Bring out the tooth file. Gonna have to do some converting here!


OK, I think. Gives me no real reason to update my current dark riders.
Looks if they may be getting some light armour and/or shield option though, and a nice build on the riders themselves, fitting more with the look of the (unchanged) cold one riders

But then the backslide starts. 

I was so excited about getting new Executioners and Black guard, expecting at least some dynamic poses. But I am very underwhelmed with these (as also with the new core warriors) It seems the DEs backslid to the 90s, with static poses. Not a great improvement on my current metal ones, and just as good and my current alternate Gamezone figures (see bottom of page) 


OK, nice detail, BUT Static, static 1990s poses. Missed opportunity... Is all that I can say.
Alternate companies to GW can only improve their own sales. 



Not a halberd raised in anger. Even the empire's halberdiers are more dynamic


...OK, intersing. Look Ma, no visible wheels. With 2 attacks each from Cold Ones, plus impact hits, etc this is gonna be a seller. We'll see what the stats show


Mobile bolt-thrower. 
Waiting to see the stats, but can't imagine it's gonna match th Cannon of Khorne



Interesting. So not  a "Admiral of the Fleet", but Balck Ark Fleetmaster. 
Did we really need a peg-leg? The legacy of the pirate lore permeates the corsairs...
Ok, I can live with it. 
Now the qiestion: Does he have -1 to his movement, and how does that affect the unit he is in? 


For those who prefer decals. As I said, back to the nineties.
Does GW sell a decal fix? Not sure, if not they soon will....

Overall impression of the DE release so far:
(If the post I got this from is not a hoax, but the photos seem to come from an Army book)

Bit disappointed with the infantry, core and elite both. Seems we've had a backslide to 1990s design, with rather static poses, ham-sized hands and limitation of poses. (As an aside, I'm building Empire Greatswords from my pile of shame at the moment, and have found the same problem there) 
Characters seen so far also a bit bland.

 Cavalry and Chariots are pretty good, with the exception of those teeth. It appears the GW fixation with eating apparatus has now switched from parrot beaks to protruding gnashers for the horses and hydra.
I'm liking the buff machines and monsters (other than the hydras teeth) Now to find out about the magic...

Alternate Black guard I use  at present:
Gamezone figures


Dropped the shields, as BG don't have 'em





Saturday, 9 March 2013

The Lovely Bones: New Daemon Models

The Lovely Bones: Unboxing the New Daemon Models

Ok, here we have them lovely bones: The Chaos Daemon  new sprues:
Rot-Flies (Plague Drones) and the Ring of Fire (Burning Chariot)
Can't wait to get stuck in. Good quality moulding, no flux, no (failcast) flimsy bits. Robust models that will stand up to the rigors of playing.

First up the Plague Drones.





Burning Chariot: